Augmented and virtual reality in libraries

cover image

Where to find it

Information & Library Science Library

Call Number
ZA4084.M85 A84 2018
Status
Available

Summary

Augmented and Virtual Reality in Libraries is written for librarians, by librarians: understanding that diverse communities use libraries, museums, and archives for a variety of different reasons. Many current books on this topic have a very technological focus on augmentation and are aimed towards computer programmers with advanced technology skills. This book makes augmented reality, virtual reality, and mixed reality applications much more accessible to professionals without extensive technology backgrounds. This innovative title touches on possible implementation, projects, and assessment needs for both academic and public libraries, museums, and archives.

Contents

  • List of Illustrations p. ix
  • Preface p. xiii
  • Part I AR and VR Technologies
  • 1 AR U Ready for AR/VR? An Overview of Augmented and Virtual Reality in Libraries Jolanda-Pieta van Arnhem and Marie Rose and Christine Elliott
  • What Are Augmented and Virtual Reality? p. 3
  • A Short History of AR/VR p. 5
  • AR/VR Today p. 8
  • AR/VR Hardware and Software p. 10
  • Opportunities p. 15
  • Limitations p. 16
  • Accessibility p. 18
  • Looking Ahead p. 18
  • 2 Augmented Reality: What It Is and How It Came About p. 31 Markus Wust
  • Defining Augmented Reality p. 32
  • Augmented Reality: A Brief Long History p. 33
  • Technologies p. 38
  • 3 Hardware and Software for AR/VR Development p. 45 Phillip Ballo
  • Augmented Reality Hardware p. 47
  • Virtual Reality Hardware p. 50
  • Development Considerations p. 51
  • Conclusion p. 53
  • Appendix A Augmented Reality Hardware p. 54
  • Appendix B Virtual/Mixed Reality Hardware p. 54
  • Appendix C Recommended Software p. 55
  • 4 Presence versus Utility: Similarities and Differences between Virtual Reality and Augmented Reality p. 57 Cynthia Hart
  • Defining Characteristics p. 58
  • Presence: Virtual Reality p. 58
  • Utility: Augmented Reality p. 61
  • Conclusion p. 64
  • Part II Case Studies
  • 5 Augmenting Orientation: Animating an Interactive Welcome Event at an Academic Library with AR and VR p. 73 Julie N. Hornick and Steven Wade
  • Background p. 74
  • Avoiding Library Anxiety p. 76
  • Technology in Libraries p. 77
  • Planning "DiscoveRoux" p. 78
  • Conclusion p. 87
  • 6 Augmented Archives: Engaging Students in Archives and Special Collections through Augmented Reality Technology p. 93 Heather Calloway and Raven Bishop
  • Phase I Research and Development p. 94
  • Phase II Educating Student Curators p. 102
  • 7 "Blipping" through Information Literacy: Using the Blippar App in Instruction p. 113 Bethanie O'Dell and Art Gutierrez
  • Information Literacy and AR p. 114
  • Introducing Blippar to the Classroom p. 116
  • Why Blippar? p. 117
  • How Blippar Was Used p. 118
  • Student Reflections and Assessment p. 118
  • Blippar and Accessibility p. 120
  • Conclusion p. 122
  • Appendix A The Story of Ferdinand p. 122
  • Appendix B Assignment 1 p. 124
  • Appendix C Assignment 2 p. 125
  • 8 Dance Magic Dance: A Case Study of AR and VR/360 Video and the Performing Arts p. 129 Melanie Hibbert and Gabri Christa and Alexis Seeley and Abby Lee
  • Background p. 130
  • Setting p. 131
  • Project 1 Barnard Augmented (AR) p. 133
  • Project 2 VR/360 Video p. 136
  • Project 3 LED Movement Scales p. 138
  • Takeaways p. 140
  • Conclusion p. 141
  • 9 Gotta Catch 'em All: A Case Study about Cal Poly Pomona's Pokémon GO AR Orientation p. 145 Kai Alexis Smith and Paul R. Hottinger
  • Cal Poly Pomona p. 145
  • Literature Review p. 146
  • Why Augmented Reality p. 147
  • Technology Selection p. 148
  • Case Study p. 151
  • Assessment p. 154
  • Conclusion p. 156
  • 10 That E-book Smell: Curating for the Senses with AR/VR p. 159 Michael Ovens and Katie Mills
  • Multisensory Media in AR/VR p. 159
  • Augmented and Virtual Libraries p. 161
  • Hardware, Access, and Expertise p. 162
  • Preservation, Copyright, and Intellectual Property p. 164
  • Conclusion p. 166
  • 11 Wayfinding Narratives p. 171 Brian Sutherland
  • Geospatial Narratives: AR Maps of Library Locations p. 172
  • Object Recognition-based AR Narratives: A University Library System p. 178
  • Conclusion p. 184
  • 12 VR, AR, and Video 360: A Case Study Toward New Realities in Education p. 187 Plamen Miltenoff
  • Definition p. 188
  • Limitations p. 189
  • Bibliographic Overview p. 189
  • Virtual Reality in the Library p. 189
  • Method p. 191
  • Findings p. 193
  • Discussion p. 196
  • Conclusion p. 197
  • 13 Teaching through Experiencing: A Case Study Using 360-degree Video in Library Instruction p. 205 Alanna Aiko Moore and Scott McAvoy
  • Creating the Digital Media Lab p. 206
  • 360-degree Video Concepts p. 207
  • DML and 360-degree Video Services p. 208
  • Collaboration: Integrating 360-degree Video into Instruction p. 209
  • Viewing Dissent: 360-degree Video and a Seminar Class p. 210
  • Teaching 360-degree Technology p. 212
  • Challenges p. 213
  • Conclusion p. 215
  • Index p. 219
  • About the Editors and Contributors p. 227

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